Shivra

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Hi there

I'm building a super dungeon which involves the PCs unearthing the Nameless City (Irem, City of Pillars from Cthulu lore). The crux of the plot is that The Black Pharoah was once a mortal magician turned high priest of Nethys called Sutekh (or Set if you know your lore) who has been subsumed and become an aspect of Nyarlathotep.

In short the PCs will learn that Sutekh was slowly converting worshippers of Nethys to Nyarlathotep and the association of the two portfolios of magic is what made Nethys mad all those years ago (or maybe the two are the same... *gaasp*). Before he was sucked into the Dark Tapestry or whatever the name of the twisted realm where Nyarlathotep lurks.

Anyway, TL:DR -
I'm building out the Black Pharoah of Nyarlathotep and could do with some advice. I am thinking of gestalting Oracle of Dark Tapestry/Wizard Diviner. Also toying with trotting out some horrifying templates like Worm That Walks to make it more terrifying and throwing in some Mythic tiers for good measure.

Welcoming any tips/advice.


I have a few questions. I'm wanting to play a Fighter but have a mount.

I say Fighter rather than a Cavalier somewhat deliberately. Or a Cavalier with the Gendarme archtype - which is pretty close to a Fighter even.

I am a two handed fighter archtype currently so I have Power Attack and Furious Focus. So I can invest a lot of feats tweaking my Fighter to make him more viable. But I'm wondering if I should sink feats into Mounted Combat, Spirited Charge, Ride-By-Attack or am I better to continue the path I had planned for him.

Right now I'm in a small party consisting of myself (Human Fighter), a Human Druid and a very infrequent Kitsune Bard. We are playing in a post apocalyptic setting with limited resources (especially magically). What I am finding is I love combat, but my skills are very very limited outside of that - and as I typically play casters or skill monkeys, this is annoying as hell.

I was originally thinking of modifying to a Ranger but I want to wear plate and I like my concept thus far and don't want to significantly rework him. I am familiar with Lore Warden and all the archtypes. I went the two handed fighter for raw damage and I want to play a Fighter as I've never played one before. But I am finding the lack of diversity in a campaign with few players a bit stifling (although I am enjoying it).

That said, a Cavalier ticks all my boxes (full plate check, mount check, more skills check). I even considered Gendarme to make him more Fighter-y.

So I'm wondering if I'm just pushing a boulder up a hill to make my Fighter more well rounded or should I just rebuild him as a Cavalier and bite the bullet?

1) As near as I can tell the only way for a Fighter to get a mount is using the Leadership feat to acquire a Monstrous Cohort and give it class levels. Is this right?
2) a) Is it better to get say a Giant Eagle (or Griffon?) ASAP and give it levels in Barbarian to make it beefier or, hold off and get a Dragon Horse or something later? CR being what it is, I can't see that wait paying off.
b) How does the Monstrous Cohort with class levels stack up against Animal Companion?
3) Are there any guides covering mounts in PF and options for classes other than Paladins and Cavaliers? I cannot find any.
4) I was toying with rebuilding my existing Fighter from the two handed fighter archtype to the Roughrider archtype and taking Leadership to grab a cohort. Is this move worthwhile? A Griffon with levels in Barbarian that can carry a heavy load and can fly as soon as I take him seems pretty solid to me. Roughrider would make the critter pretty darn hard.

Currently I see my character as someone that uses his mount some of the time or a lot of the time but not *all* the time. So I am debating the investment and whether I am better to stay a Fighter or just switch to a Cavalier. If I went Cavalier I'd probably just take Order of the Griffin and be done with it (it ticks all my boxes thematically). Anyone have any experience with this Order?

Thanks in advance!


Hi there

I'm playing a Fighter in a campaign and I am thinking of taking the Leadership feat to get a Griffin as a Cohort. I cannot find in the rules how does a monstrous cohort advance? Does it take class levels like a regular cohort or does it use the Monster advancement table?

(I'd love to have a griffin with barbarian levels ho-ho-ho!)

Thanks!


Hi all

I'm after some guidance for my DM.

He's running a post apocalyptic setting using Pathfinder. Its the same fantasy setting, with a little bit like Mad Max.

We're running into issues with equipment where he has his own system (in his head), not written down for rolling randomly based on the size of the city and level of resourcing. It also involves running around and hunting down each individual item, wasting an 1hr of character time for each dice roll.

I've tried suggest the system is completely unworkable as is. It does not scale, it forces players to practically beg for equipment every time we roll. He's said he wants to capture the post-apocalyptic feel. I've also said that if certain characters have builds in mind then it will screw them. It also marginalises characters who are hopelessly dependent on equipment to bring them up to par to tackle CR appropriate encounters (like a Fighter that I am playing).

To give an example of the random nature of loot allocation, we were originally slaves and have staged a jailbreak. I've got masterwork full plate, masterwork glaive and battleaxe. Yet, I can't get my hands on a lucerne hammer. We also have no magic items yet. He claims that low level magic items are hard but big items we will have to hunt for (which is reasonable).

I've tried to suggest overlaying a random % chance over the top of the standard rules based on the population size, rather than come up with a completely different system. This would a slight blip in the usual rules, still allow us to follow the main rules but make access to certain equipment problematic but not impossible. So far but he seems rather convinced his system is better.

We're only level 2 and I can only imagine the problem will get worse once magic items get into the picture.

He's a good DM however. He is reasonable, open to ideas and is very good at creating an immersive world setting. However, he is not slavishly devoted to the rules and often goes off the beaten path a bit with house rules, which can throw a spanner in the works for those like myself who like to have a bit of planning in our characters.

Does anyone have any references or material (official or otherwise) we can draw upon to cover these sorts of campaigns where technology and magic is rare and hard to come by? I was thinking something like Dark Sun or Eberron would have some good examples. This cannot be a rare problem I'm sure.

Appreciate any help I can get. Thanks :)


Hi there

I am about to play in a Carrion Crown adventure and after some deliberation, I've decided to switch to playing a Fighter as I've never played one before. In particular the Two Handed Fighter.

I'm in a 3 man party consisting of a Dwarf Inquisitor (Rage domain) and a Human Reach Cleric of Desna. Because we only have 3 players, the DM will allow us to have max HPs.

My challenge is to stay a straight fighter and human. I was inspired heavily by Druss the Legend but wanting to put my own spin.

I am not going for a one trick pony but when I was running one of my players made a comment how useless Vital Strike was. So I wanted the challenge of trying to make it work. Even though it is situational I can see where it is really useful - great against opponents with DR and high AC foes that you are probably not going to hit with iteratives. Combine with Furious Focus and the other Two Handed Fighter archetype features, it seemed viable.

What I came to was that I can use Two Handed Thrower with all the archetype perks of the Two Handed Fighter, hurl a weapon with Greater Vital Strike + Devastating Strike for a lot of damage. I can also Sunder + Vital Strike, Lunge + Vital Strike, Attack of Opportunity with a Vital Strike (once). Also if I use a Reach weapon I can sunder without incurring AoOs. I have avoided Cleaving since I think it is mechanically weak past low levels.

For this build I was looking at using a Lucerne Hammer, getting an adamantine version with the returning property ASAP and as many pluses as I can afford. The idea is stand at a distance, throw the hammer where I can, have it return and keep the enemy at bay using reach and Combat Reflexes. If they get in range, take a five foot step back or drop the hammer, switch to spiked gauntlets.

Any feedback here would be greatly appreciated!

Here's what I've come up with:
1: Power Attack, Toughness, Iron Will
2: Furious Focus
3: Improved Sunder
4: Two Handed Thrower
5: Combat Reflexes
6: Vital Strike
7: Lunge
8: Greater Sunder
9: Devastating Strike
10: Improved Iron Will
11: Improved Vital Strike
12: Disruptive
13: Improved Devastating Strike
14: Sundering Strike
15: Death or Glory
16: Greater Vital Strike
17: (open)
18: (open)
19: (open)
20: (open)


Hi there

I am building a cleric for an upcoming Carrion Crown campaign. I'm in a 3 man party so we are trying to build our characters to complement each other. I settled on a Cleric of Pharasma (which just won out over a half-elf Hedge Witch).

Other characters:

Aasimar (Angelblooded) Undead Scourge Paladin
Human Rogue (probably levels in Fighter later)
and my character, Human Cleric of Pharasma.

I've decided to aim for a pure caster/buffer/channeller character, with Knowledge and Repose domains.

We are in a 25 point buy.

Here's my feats I'm looking at:

1: Selective Channel
H: Skill Focus
3: Eldritch Heritage (Arcane) (Raven familiar!)
5: Spell Focus (Conjuring)
7: Leadership or Versatile Channeling (undecided)
9: Augment Summoning
11: Superior Summons
13: Quicken Spell
15: Improved Eldritch Heritage (Free quickens 3/day).

Attributes so far:
Str: 9
Dex: 14
Con: 12
Int: 12
Wis: 18
Cha: 15

Campaign finishes at level 15.

What I am at the cross roads of - is investing so deeply in the Eldritch Heritage line (3 feats)? As an alternative I was thinking:
Selective Channel -> Versatile Channel -> Quick Channel -> Improved Channel.

As I need to decide what to do by level 1 (the extra feat for being human) I could do with some advice on what is the best approach here. Since the character worships Pharasma, it seems sad to not take Versatile Summoning since I cannot take Sacred Summons.

Does anyone have any advice/feedback on this? No spoilers on the AP - I already know enough. Yes I know there is undead.

Thanks


Hi there

I might be playing in an upcoming adventure of Carrion Crown.

I've been eyeing off on playing an elven wizard in particular. I was thinking conceptually of a wizard whose family died in some sort of plague and town was stormed by an undead army of which he/she was the lone survivor (ala. Final Girl trope - http://tvtropes.org/pmwiki/pmwiki.php/Main/FinalGirl). Mostly just to take one artefact in the village.

This character would have an extreme hatred of the undead (worships Pharasma) and has basically sold all his/her worldy posessions to take up adventuring and take revenge against those who murdered his/her family.

I could do with some help with the particulars.

I was looking to play a wizard and abuse Magical Lineage + Snapdragon Fireworks (or Fireball) + Elemental Spell + Rime Spell + Dazing Spell and eventually work up to Spell Perfection. But I've kinda struggled with all the feats I wanted. I was originally looking to play a Diviner wizard (Prohibited schools: Enchantment, Illusion) so I could go first but I am wondering if Elemental Spell is just a feat tax and I'm better going Admixture Evoker instead.

My other idea as a fallback was a Cleric of Pharasma but I really want to play an arcane wizard. If it helps I will be playing in a small group size (no more than 3 players realistically).

I appreciate any/all advice I can get.

Cheers


Has anyone ever made a list of recruitable NPCs that the players can get as they proceed through the campaign?

E.g.
Orik
Lyrie
Nuahlia (if reedemed)


PCs:


  • Vili the 'Dodger', CG Halfling Rogue (Trapmaster, going Arcane Trickster)
  • Thorsten, CN Dwarven Barbarian
  • Hendal the Laughing, CG Human Cleric of Cayden Cailean

Background Notes
I spent considerable time ensuring all the PCs had a strong history with Sandpoint. As such I wanted them all to have some familiarity with the townsfolk including some rumors. So I let them know in advance about the Late Unpleasantness, so they knew that the town ceremony was in part to commemorate the new church after the fires which marked those events. (bit of foreshadowing). I also felt that after Tsuto's birth, that Longjiku would have been the talk of the town (gossipwise) and his wife's death would always make him look suspect, whether he was charged or not. Especially after Tsuto's birth and their clash at her funeral.


  • The halfling, Vili was the child of halfling roaming merchants, orphaned in a goblin raid on the road near Sandpoint and adopted by Father Ezakien. He was also raised alongside Nualia - before the events of the Late Unpleasantness. He looked up to Nualia fondly as an elder sister (this idea was shamelessly ripped from these boards). He was then taken in by Father Zantus but it didn't work out. He will in with the Sczarni and started hanging with them before he was adopted by Ilsoari, head of the Tundarok Academy, hoping to get him to use his talents for more constructive pursuits (Ilsoari is a rogue/wizard so someone going Arcane Trickster it seemed fitting).
  • The dwarf, Thorsten, fled from the Five Kingdoms with his mother after a mountain raid and being a nomadic tribe, they drifted and wound up settling with his uncle here in Sandpoint. Goblins wiped out his former tribe and killed his father so he REALLY hates them.
  • The human, Hendal, is an Ulften by birth and a missionary who has come to spread the word of Cayden Cailean. Has met Father Zantus and spoke to him about building the faith in the town. Has spent extensive time in all the taverns and inns and decided to erect appropriate shrines to Cayden Cailean in all of them. Oh and he hates goblins.
    NOTE: All three wrote goblins into their backstory without any prompting from me, which I found hillarious.

Also, I've chosen not to award XP - I'll just level the PCs up at the appropriate time. This makes levelling and XP management much more seemless and keeps them focused on the story.

BURNT OFFERINGS

[u]SESSION 1[/u]
The PCs attempted various games. The cleric spend considerable time paying homage at the beer tasting, as did the dwarf. The halfling tride the pole balancing competition but had a bad day. The irony being he beat the dwarf at the strongman competitions, much to the cleric's enjoyment.

I had Madame Muvashti bump into the dwarf and promise him a fortune telling at some point (when my damn Harrow deck comes in) but now was a bad time. She told him to gather his friends at the podium, Father Zantus was about to deliver a speech. At that point, the goblins struck. I was hoping this might reinforce the seer aspect to Muvashti but it was totally overlooked while they were keen to bash goblins (*sigh*).

The players handled the goblins without much difficulty although they exhausted their rage, spells and most of their healing by the time they saved Aldern. The dwarf slew the goblin which threatened his dog (the goblin botched his swing at the dog before the PCs charged) so I had Aldern immediately ingratiate himself to the dwarf. Ameiko offers them board and they try to interrogate the goblins but only learn that one of the "longshanks" was leading them.

That evening I had Longjiku turn up at the inn and start yelling at the PCs for interfering and causing the scene with the goblins, making the catastrophy worse. Ameiko came out and had her argument with her father and the PCs nearly interceded but she dealt with it. Aldern entered the inn not long thereafter and offers a reward, buys them around and offers to take them boar hunting the next day. The players already suspect Lonjiku's absence from the festival as highly suspicious, the show down with Ameiko and his rant against them as indicative of guilt and already talking about breaking into his manor and checking out the glass works (did I foreshadow too much??). I had Aldern intervene immediately as a pattern interrupt as I had no idea how to deal with this if they did this right then and now.

The boar hunt really dragged on. My PCs were very suspicious of Aldern and his generosity and it wasn't until a few Sense Motive checks later they accepted he wasn't the "longshanks" behind the raid and he was just an indebted albeit eccentric guy. But based on his behaviour they thought he was "wierd". (I haven't figured out if this is a good thing or bad yet). The dwarf wasn't having a bar of Aldern's hero worship and gave him little. The halfling however chatted away, giving as much as he could to Aldern. The fact the dwarf was a dour, uncharismatic blockhead with Aldern (and his refusal to ride horses) made it quite difficult for me to have Aldern see anything of interest in him, so I made it that his hero worship was so extreme that he overwrote the dwarf's utter indifference towards him as modesty.

That evening, back at the Rusty Dragon, the PCs met with Sherriff Hemlock, who arrived at the request of Father Zantus, to meet at the Boneyard. I had the PCs hit it off with the Sherriff. Being he is Chaotic Good and a Shoanti native, I felt he would appeal more to the teachings of Cayden Cailean and so he is starting to bond with the cleric rather well. I think having the Sherriff become a strong ally quickly helps. He mentions that Shalelu is coming (ranger & goblin expert) is coming soon (more foreshadowing) and she might be able to give some advice on what tribes they came from and what bought them here.

The PCs head to the Boneyard and quickly worked out that the bones of Father Ezakien were stolen, the animated skeletons were the aftermath of whoever broke in to steal the bones of the dead Father and goblin tracks and a humanoid was involved. They screwed their Survival test so I just had it that Hemlock deduced that they came in and exited over the wall during the raid (the plot at this bit seems weak here, if he is the Sherriff why would he not investigate this himself? If he can solve the Chopper murders I don't think one disturbed crypt would be an issue).

The PCs realise that the goblin raid was a diversion, but why someone would want the bones of the father, they did not know.

FINAL THOUGHTS
Not sure what will happen next but I'm pretty sure they will be on Longjiku in a flash, whatever happens. That is concerning, given Ameiko hasn't even gone missing yet. Any idea how to handle this?

Also suspect they'll be getting a Harrow reading at some point. Hope my damned cards arrived soon.


I've gone through the Varisian guide, the RotR Anniversary Edition Players Guide, ROTR Anniversary Campaign, Inner Sea Primer and a few others. It seems there are a LOT of region specific traits for this campaign to choose from.

Rather than try and compile a list, does anyone have a list of all the *revelant* regional traits for ROTR?

Thanks in advance...


Hi all

It looks like I'm going to have a small party for my ROTR campaign (a pleasant change of pace from the 6+ players I've had in the past) and I'm curious to know how you handled this?

I am leaning towards making judicious use of NPCs (Shalela, possibly Lyrie & Orik?) to help completement the gaps.

I will have three PCs:

- Dwarf Barbarian;
- Halfling Rogue (aiming for Rogue/Wizard/Arane Trickster);

The third player is looking to create a Cleric of some kind.

I think that works out quite well overall in terms of balance. Any thoughts or feedback would be greatly appreciated.


Hi all

I am reading through RotR Anniversary Edition now and I am trying to find an overarching "theme" throughout. On the surface of it, it seems that each module within the AP has it's own distinct "theme" but nothing overarching.

Overall, it seems that the first one - while Burnt Offerings is brilliant - it's only real function seems to be to introduce the players to Sandpoint and help establish pathos with the townsfolk and get them invested. In terms of themes, there are some Lovecraftian-esque moments (e.g. the Erylium and the lesser runewell and the Catacombs of Wrath, as well as the lower levels of Thistlepoint). But the Lamashtu as the bad guy seems to pale in the face of the Runelords later on.

As the GM, I'm just looking for a way to help establish the overall theme and tone for the campaign and looking for advice from people who have run it, maybe even it run it more than once and get their feedback.

Thanks in advance!